My next Dom: Grav/Earth
Consider six slotting wormhole and placing a range IO. Keep in mind there's a period of time between the activation of wormhole and the actual teleport where the mobs will aggro, the more distance between you and them the better. Also, more range means an easier time in placing the exit, so you can knock them into a corner.
Now, does range also increase the range at which you can place the exit point, or just how far the wormhole target is away from you?
I'm not 100% certain, but I think only the distance to the target. But, having more range to the mob gives you more room to move around to get the good angle to flick the mobs into the corner. The mobs come out of wormhole with a knockback effect away from you, so you want to position yourself where that knockback will drive them into an obstacle to keep them bunched up. Many times you'll find yourself at a range where the "line" through you and the mobs to the corner is not dead on, and what can happen is the mobs fire out and slide down the wall and aren't as grouped up as you'd like. More range means that's less likely to happen, as you'll have more leeway in placing YOURSELF. Hopefully that makes sense.
Grav/Earth gets good very quickly. Seismic Smash, Singy, and your ST hold can build up enough MAG to break AV mez protection. If you're not afraid of melee, Grav/Earth work out really well for you...
Here's linky to an old discussion about this combo:
http://boards.cityofheroes.com/showt...=196054&page=3
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
So, incarnating my elec/earth/Primal dom out the wazoo, along with a few purple sets, I've decided to move on my next dom. While playing Elec/Earth, I noticed two really important things.
One, Elec's pets can get piss-poor annoying at times. They move seemingly faster than most enemies, meaning they can chase down runners into other groups, then their permanent AOE damage effect pulls said groups, then they die having low HP, and you're left now with X many groups. Fun! Another bit is their propensity to use Jolting Chain at the exact same time. This wouldn't be so bad, if it weren't THE EXACT SAME TIME. I literally mean that. They manage to sync up, AI-wise, and do the exact same attacks. Usually this is great. Big burst of damage from Fire Imps, as it were, but Electric Gremlins scatter entire groups, because that .75KB just went to 1.5KB. Elec's pets also negate my favorite ability on Elec, the sleep. Mmm, how I love the sleep. Interrupts guys, makes them stand there useless unless woken by AOE damage auras from lightning apes. Sure, it drained the hell out of everything, but then they had this nasty propensity to run out of the field.
Two, I ended up using my secondary alot more than my primary. Thing needs to be held? Run up and Seismic Smash. Knockdown? That's what hammers are for. AOE control? Fissure, Fault for dual knockdown goodness. Between the slow spread of my confuse (I loved that confuse anyways for different reasons) and the breaking of my sleep against Gremlins (still used both), I felt that I was a mean-*** scrapper or brute with incredible controls.
Not a bad feeling, really.
But I wanted to try something different, so I looked at the different sets. What had I not done? Well, I wanted a pet that could probably survive longer than the gremlins on larger spawns. I wanted different soft control from the sleep and confuse, just for variety's sake. But I still liked /earth and wanted to play with that. So, I decided grav/earth. Singy will add to my controls, is a bit more of a survivable pet, and would help with controls. Grav gives me wormhole, which I've never really played with, and Lift, something my last build missed, a -fly and a good ranged attack. My Tertiary will probably end up as /psi, because of my massive single target goodness makes psi-tornado much more valuable, and the resistance armor mixed with a perma-mind-link gives me a good amount of defense. I like varying defense, not just flat out resistance or defense.
I'm weird.
So here's my build. I put the kismet in last to just give me a bit more tohit in a power that is now roughly 120 seconds to recharge. Not sure if I want to replace it with another Gambler's proc.
What do you all think?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Solipsism Syndrome: Level 50 Natural Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Lift
- (A) Decimation - Chance of Build Up
- (23) Decimation - Accuracy/Damage/Recharge
- (23) Decimation - Damage/Recharge
- (25) Decimation - Damage/Endurance
- (25) Decimation - Accuracy/Damage
Level 1: Stone Spears- (A) Accuracy IO
Level 2: Gravity Distortion- (A) Basilisk's Gaze - Accuracy/Hold
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (7) Basilisk's Gaze - Endurance/Recharge/Hold
- (7) Essence of Curare - Accuracy/Hold/Recharge
Level 4: Stone Mallet- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
Level 6: Tremor- (A) Obliteration - Chance for Smashing Damage
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (15) Obliteration - Damage/Recharge
- (15) Obliteration - Accuracy/Recharge
- (17) Obliteration - Damage
Level 8: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
Level 10: Hasten- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
Level 12: Boxing- (A) Accuracy IO
Level 14: Super Jump- (A) Winter's Gift - Slow Resistance (20%)
Level 16: Tough- (A) Steadfast Protection - Resistance/+Def 3%
Level 18: Gravity Distortion Field- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (21) Basilisk's Gaze - Recharge/Hold
- (21) Essence of Curare - Accuracy/Hold/Recharge
Level 20: Heavy Mallet- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
Level 22: Stealth- (A) Luck of the Gambler - Recharge Speed
- (31) Red Fortune - Endurance
- (31) Red Fortune - Defense
- (31) Red Fortune - Defense/Endurance
- (33) Red Fortune - Endurance/Recharge
- (33) Red Fortune - Defense/Endurance/Recharge
Level 24: Weave- (A) Luck of the Gambler - Recharge Speed
- (33) Red Fortune - Endurance
- (34) Red Fortune - Defense
- (34) Red Fortune - Defense/Endurance
- (34) Red Fortune - Defense/Endurance/Recharge
- (36) Red Fortune - Endurance/Recharge
Level 26: Wormhole- (A) Absolute Amazement - Chance for ToHit Debuff
- (36) Absolute Amazement - Endurance/Stun
- (36) Absolute Amazement - Accuracy/Recharge
- (37) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Stun/Recharge
Level 28: Seismic Smash- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (39) Crushing Impact - Accuracy/Damage/Recharge
Level 30: Crushing Field- (A) Accuracy IO
Level 32: Singularity- (A) Expedient Reinforcement - Accuracy/Damage
- (40) Expedient Reinforcement - Damage/Endurance
- (40) Expedient Reinforcement - Accuracy/Damage/Recharge
- (40) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Power Boost- (A) Recharge Reduction IO
Level 38: Fissure- (A) Force Feedback - Chance for +Recharge
- (42) Positron's Blast - Chance of Damage(Energy)
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Endurance
Level 41: Link Minds- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense/Recharge
- (45) Luck of the Gambler - Endurance/Recharge
- (45) Red Fortune - Defense/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: Mind Over Body- (A) Reactive Armor - Endurance
- (46) Reactive Armor - Resistance
- (46) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Endurance/Recharge
Level 47: Psionic Tornado- (A) Force Feedback - Chance for +Recharge
- (48) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage
Level 49: Indomitable Will- (A) Kismet - Accuracy +6%
Level 50: Reactive Total Radial ConversionLevel 50: Musculature Core Paragon
------------
Level 1: Brawl
- (A) Empty
Level 1: DominationLevel 1: Sprint
- (A) Unbounded Leap - +Stealth
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Miracle - +Recovery
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina- (A) Endurance Modification IO
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
------------Set Bonus Totals: